269 lines
10 KiB
C++
Executable File
269 lines
10 KiB
C++
Executable File
#ifndef __gl_h_
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#include <glad/glad.h>
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#endif
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#include "hpr/window_system/window_system.hpp"
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#include "hpr/window_system/glfw/window_system.hpp"
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#include "hpr/window_system/glfw/window.hpp"
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#include "hpr/gpu.hpp"
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#include "hpr/math.hpp"
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#include "hpr/mesh.hpp"
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <iostream>
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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const GLchar* vertexSource = R"glsl(
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#version 150 core
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in vec3 position;
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in vec3 color;
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in vec2 texcoord;
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out vec3 Color;
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out vec2 Texcoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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uniform vec3 overrideColor;
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void main()
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{
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Color = overrideColor * color;
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Texcoord = texcoord;
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gl_Position = proj * view * model * vec4(position, 1.0);
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}
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)glsl";
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int main()
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{
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using namespace hpr;
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gpu::WindowSystem *ws = gpu::WindowSystem::create(gpu::WindowContext::Provider::GLFW);
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gpu::Window *w = ws->newWindow();
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w->init("test", gpu::Window::Style::Windowed, 0, 0, 600, 400, nullptr, nullptr);
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if (gpu::opengl::Device::loadLoader())
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std::cerr << "Load gl loader error" << std::endl;
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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/*unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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*/
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mesh::Mesh mesh;
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mesh.addVertex(-1, 1, 0.5);
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mesh.addVertex(1, 1, 0.5);
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mesh.addVertex(1, -1, 0.5);
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mesh.addVertex(-1, -1, 0.5);
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mesh.addEdge(mesh.vertex(0), mesh.vertex(1));
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mesh.addEdge(mesh.vertex(1), mesh.vertex(2));
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mesh.addEdge(mesh.vertex(2), mesh.vertex(3));
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mesh.addEdge(mesh.vertex(3), mesh.vertex(0));
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mesh.addEdge(mesh.vertex(0), mesh.vertex(2));
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mesh.addFace(mesh.edge(0), mesh.edge(1), mesh.edge(4));
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mesh.addFace(mesh.edge(2), mesh.edge(3), mesh.edge(4));
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/*darray<float> data (3 * 6, 0.f);
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auto arr = mesh.face(0)->vertices() + mesh.face(1)->vertices();
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for (auto n = 0; n < arr.size(); ++n)
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for (auto k = 0; k < 3; ++k)
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data[k + 3 * n] = *(arr[n]->data() + k);*/
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darray<unsigned short> indices (6, 0);
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darray<float> data;
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for (auto v : mesh.vertices())
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for (auto c : *v)
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data.push(c);
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indices[0] = 3;
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indices[1] = 1;
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indices[2] = 0;
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indices[3] = 1;
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indices[4] = 2;
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indices[5] = 3;
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std::cout << "Data: ";
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for (auto p : data)
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std::cout << p << " ";
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std::cout << std::endl;
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std::cout << "Indices: ";
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for (auto p : indices)
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std::cout << p << " ";
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std::cout << std::endl;
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darray<float> vertices {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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darray<unsigned int> indices2 { // note that we start from 0!
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0, 1, 3, // first Triangle
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1, 2, 3 // second Triangle
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};
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/*
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//data.size(), data.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);//indices.size(), indices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices2.size(), indices2.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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*/
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gpu::Device* device;
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gpu::Device::create(&device, gpu::Device::DeviceAPI::OpenGL);
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device->initialize();
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gpu::Shader* vertexShader;
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device->createVertexShader(&vertexShader, "shaders/test.vert.glsl", "VS");
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gpu::Shader* fragmentShader;
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device->createFragmentShader(&fragmentShader, "shaders/test.frag.glsl", "FS");
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gpu::ShaderProgram* shaderProgram;
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device->createShaderProgram(&shaderProgram);
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device->attachShader(shaderProgram, vertexShader);
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device->attachShader(shaderProgram, fragmentShader);
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device->linkProgram(shaderProgram);
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gpu::Buffer* vertexBuffer;
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device->createVertexBuffer(&vertexBuffer, sizeof(float) * data.size(), (char*)data.data());
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gpu::Buffer* indexBuffer;
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device->createIndexBuffer(&indexBuffer, sizeof(unsigned short) * indices.size(), (char*)indices.data());
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(dynamic_cast<gpu::glfw::Window*>(w)->instance(), true);
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ImGui_ImplOpenGL3_Init("#version 420");
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while (w->isOpen())
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{
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glViewport(0, 0, 600, 400);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw our first triangle
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/*glUseProgram(shaderProgram);
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glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
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//glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);*/
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device->useShaderProgram(shaderProgram);
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device->useVertexBuffer(vertexBuffer, 0, 0);
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device->useIndexBuffer(indexBuffer, 0);
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//dynamic_cast<gpu::opengl::Device*>(device)->Draw(2, 0, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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bool yes = true;
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ImGui::ShowDemoWindow(&yes);
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ImGui::Begin("Hello, world!");
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{
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if (ImGui::Button("Exit"))
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w->state(gpu::Window::State::Closed);
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ImGui::End();
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}
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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dynamic_cast<gpu::glfw::Window*>(w)->swapBuffers();
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dynamic_cast<gpu::glfw::Window*>(w)->pollEvents();
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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device->destroyShaderProgram(shaderProgram, false);
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device->destroyShader(vertexShader);
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device->destroyShader(fragmentShader);
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device->destroyBuffer(vertexBuffer);
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device->destroyBuffer(indexBuffer);
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delete dynamic_cast<gpu::opengl::Device*>(device);
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/*glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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glDeleteProgram(shaderProgram);*/
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ws->destroyWindow(w);
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gpu::WindowSystem::destroy(ws);
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return 0;
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} |